Shader "Custom/TipOutline"
{
    Properties
    {
        //_OutlineColor("描边颜色",Color)=(1,0,1,1)
    }
    //用于着色器替换
    SubShader
    {
        Tags
        {
            "RenderType"="Opaque"
        }
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            fixed4 _OutlineColor;
 
            struct a2v
            {
                float4 vertex:POSITION;
            };
 
            struct v2f
            {
                float4 pos:SV_POSITION;
            };
 
            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                return o;
            }
 
            fixed4 frag():SV_Target
            {
               //描边颜色在物体材质上调
               return _OutlineColor;  
            }
            ENDCG
        }
    }
}